Combat in Detail
This page assumes you have read the Combat Overview: fights run in rounds, one described action each, resolved by the game underneath your prose. Here is how to fight well.
What Decides a Strike
When a blow is thrown, the attacker's weapon training and physique are weighed against the defender's guard, training, and reflexes - with honest dice on both sides. Strength drives the heavy weapons; dexterity drives the quick ones; most blades want a measure of both. Constitution is your endurance: every swing, lunge, and rush spends it, and a winded fighter guards poorly. Wounds make everything worse - a hurt arm attacks badly, a hurt leg defends badly, and blood loss ends arguments on its own.
Bodyparts
Every attack names its target: head neck chest stomach arm rarm larm leg
rleg lleg (a bare arm or leg picks a side for
you). The torso is the easy target. Limbs are a little harder to reach and
cripple what they hit. Head and neck are the hardest marks and by far the
gravest - a helm is not a fashion statement.
The Four Defenses
There are four ways to meet an attack: parry (turning it aside
with a drawn weapon), dodge (not being there),
block (taking it on a shield), and footwork
(managing the distance so the blow never arrives). Declaring one with
defend spends your action but sets a deliberate, much stronger
guard through the next round; without a declaration you fall back on a weaker
passive guard drawn from whatever you carry.
No defense is best against everything. Each one meets different weapons very differently - a guard that shuts down one opponent may be nearly useless against another's weapon, and a canny fighter switches weapons or leads with the off-hand precisely to slip around a declared guard. Which defense answers which weapon is something characters learn the way real fighters do: by fighting, and by paying attention to how well each guard holds.
Your guard also erodes: wounds weaken it, exhaustion weakens it, and every additional attacker you face in a round finds you more exposed than the last.
Armor
Armor comes in ascending orders of protection: leather, then studded and decorated leather, then chain and ring, then plate. Heavier armor turns aside more of a blow - and different constructions weather cuts, thrusts, and crushing impacts differently.
- Armor only protects what it covers. A breastplate does nothing for your skull. Fighting an armored opponent means fighting the gaps in their wardrobe - which is exactly what bodypart targeting is for.
- Material changes the weight, not the protection. A dwarven-cut steel chain shirt guards you exactly as well as a bronze one; it is simply lighter on the march. Fine smithing buys mobility, not invulnerability.
- Armor is heavy. Walking the world in serious armor drains your endurance on foot - the fully plated knight wants a horse, which carries the burden for them. In a fight, heavy armor also makes repositioning costlier.
Weapons, Reach, and Dual Wielding
Weapons differ in more than damage: they differ in reach. A
spearman can strike from paces away; a knife-fighter has to get inside. The
room itself is a battlefield grid - lunge moves you across
it, and where you stand determines who can reach whom.
Fighting with two weapons adds an automatic off-hand rider
strike to your attacks at reduced effect, growing with your dual-wield
training. dattack swaps which weapon leads - valuable,
because your opponent's declared guard may answer your sword far better than it
answers your dagger. Not every pairing works: off-hand weapons must be light
enough to manage alongside your primary, and pole weapons need both hands.
A shield and an off-hand weapon are mutually exclusive - choose your
style.
Parrying has stakes of its own: blades take damage turning aside heavier weapons, and a strong exchange can disarm or even break a weapon outright.
Ground, Chases, and Getting Out
Backing away is not safety. An attacker whose reach you leave may catch you
with a parting strike as you go, and anyone can surge or rush
across the room after a retreating target. Chases resolve themselves through
endurance - running costs, armor multiplies the cost, and the winded lose.
If you truly want out, escape is the honest exit: a contest of
speed, endurance, and footwork against everyone still in reach. Win it and you
are free; lose it and you have spent your action standing exactly where you
were.
Wounds and Treatment
Wounds are specific: a gash on the sword arm, a cracked rib, a fractured leg
- each with its own consequences. Cuts and punctures bleed; crushing
blows bruise and break; unnatural forces can leave burns that no bandage loves.
Untreated wounds worsen with exertion. treat and bind
are skills worth knowing, the Escard clinic treats for a fee, and a fight's
aftermath is often a better scene than the fight itself.
Fighting the Wild
Beasts fight by the same rules with nature's own weapons - claws that rake, jaws that puncture, hooves that crush. The wilds grade their dangers: a fox is a nuisance, a bear is a serious opponent for a seasoned fighter, and worse things than bears exist. Hunt accordingly, and bring friends for the big ones.
Conduct
Combat is still roleplay. Write emotes worth reading; give your opponent a scene, not a stat check. Sparring blows are pulled by definition - and if someone stops pulling theirs mid-bout, the whole room hears about it. When a fight ends with someone helpless, what happens next - mercy, ransom, subdual, or worse - is roleplay with consequences, and the community expects it to be treated that way.